Monday, 21 May 2018

Lobster for a fist full of relics

In exchange for some crustaceans for dinner, I managed to change the holiday itinerary a little bit towards one big heap of old stuff in some neglected wharf at the shores of the channel ...

... or maybe because Radicals design British naval games ?...
...the lighting was broken, it was dark ....
... confused exhibition statements ...
... out of date posters ....
... possible cover for next punk band ... 
... a real relic we found behind some teddy bears in the kids section...
... where you can arm yourself in case an invasion is imminent ...
... a boat in pink ...
... and a very nice ship ...
... unfinished shields...
... and weaponry in several stages of decay ...
.... and a gun ...
.... empty royal flower pots...
... and another gun ...

... where he fell on the spot ...
... a Jackson Pollock..

shocking security measures
my favourite exhibit, if you have travel, travel in style ...

... another box full of guns ...
... looks too short somehow ... maybe the money was running out ...
John Barron definitively does not design naval games

Friday, 11 May 2018

1917 just after the initial attacks right in front of the middle at the side of Cambrai

This Thursday me and Campbell decided not to go for WW2, but WW1!! So I came up with a Cambrai scenario, all without artillery barrages (we prefer it like that, as they seem too powerful and game decisive) and out to play came my two 28mm German platoons and the British one with the two Mark tanks starring as Marks IV. We used Muddy CoC (a Through the Mud and the blood - Chain of Command derivate) rules and Angus's and Dougies Verdun plates as scenario.

The main assault of Cambrai has happened, just on the fringe remnants of the British assault (2 tanks some LMGs and a platoon and a HMG), played by Campbell, were pouring into the second line of the Germans, while a stout (or better an arsehole of an ) German officer mounts with one platoon the counter attack. The Germans have also one artillery piece, a sniper (useless if you ask me) and a Granatenwerfer AND a second platoon coming in IF at each turn I manage to throw a 1 on a d6.
We let the British tanks be fast over this terrain, but also IF they throw a 1 (if moved) their fuel would start to dwindle and we would use the slow movement for Mark IVs.
An extra scenario rule was that each side suffered and old fashioned officer who would sent all men over the top regardless. While using the morale rules just for additional break ups, the one with the most mobile infantry units NOT in the starting quadrants and in the enemy trench would win ... let the bloodbath begin!

Campbell missed the 1st turn, and I started through with a double six, giving me another turn! My Germans pushed through the supply trench very fast. We had agreed that all were normal troopers, no veterans or elite etc... meanwhile on the other side a gun duel was enfolding, my 77 gun was wrecking the Mark IV, while the tank in turn was playing havoc with the gun crew ...
In the end the my gun just slightly won, but the crew was killed shortly after wards by the British HMG.

At the same time my infantry assault was speeding towards the enemy, as my dicing was exceptionally good! Then a rifle fight ensued. Somehow I had the better dice and was able to Rally/heal more shock points than the Tommies. I guess that gave me the edge. Campbell had just 4 Infantry teams coming in and most of them were bleeding to death in the second trench line.

Meanwhile my 2nd platoon just decided to arrive, when the main fight was nearly over ...

At that point Campbell conceded defeat as the British right flank was void of any men, and my newly arrived platoon would just have walked over.

BUT to be fair, the victory conditions, as agreed before, were against me, as my newly arrived platoon was counting against me (they were of course all still in the starting quadrants) so we came up with a draw (Germans +2 -5 vs British -3). So the whole was enjoyably futile, and we still can agree, "nothing new on the western front".

British LMGs nests guard the newly captured (former) second line of the Germans
The Germans are massing up in the supply trench for a counter attack 
the whole mess right from the start 
The German 77 field gun in the 3rd line

and a German HMG nest
the rest of the "zug" awaits the order to attack
the artillery barrage has just moved over ... re-inforcements were promised ...
but the British are already in the second line and have those landships!!!
the first Germans are over the top, cursing their heartless commander
a sniper is also in the 3rd line, will he hit anything?
more Tommies are pouring in, and the German 1st platoon storms  to the second line 
then after many turns of a gruelling gun duel the first Mark IV blows off
but the second strives the oncoming infantry with gunfire 
now Germans and Brits are shooting at each other from trenches only meters apart
the second Mark IV (here my "Beutepanzer" starring as such) kills more krauts
meanwhile the second platoon ... is still trapped in nowhere land ... or refuses to come 
but the 1st platoon is lucky and shoots the British teams under the noses of the tank crew ....

Friday, 4 May 2018

Somewhere in Europe in that Seven Years ... 28mm Play-testing

After a longer period of reconvaliscense of several club members (bird flue, alcohol abuse and dementia), we finally got together to test my Seven Years War rule set called " Seven Years" (hey, yeah, I know) for the 1st time in 28mm. So we chopped two 6x4s together, I brought my AWI Hessians pretending to be, well Hessians (or Prussians) and Angus brought his French-Rhinelandic originals, each 2 Infantry brigades and Cavalry brigade plus a little Artillery battery. Bart and Angus were fighting for the French while Me and Peter were handling the Hessians ... later Dougie would join in on the Hessians (more or less) as well and I would be more (or less) explaining the rules ... We actually left the National differentiators out for this time as we all had a lot to take in and to learn ...

The game turn has just two phases, the command phase that allocates staff officer to brigades, and then the BIG phase, where everything can happen. Every unit has two actions in a turn (skirmisher 3), and can perform simple actions like fire, re-load, re-dressing the line or move on its own, but needs for charge, forced march or enhanced artillery fire or rally the help of one or two staff officers. The order of things depends on the will of the phasing player, but the opponent can "counter fire/attack" only AFTER the 1st action (and if it was a Move). So the whole thing of the game is really fluid. The din of the battle can engulf each general very quickly as it prompts decisions to be made where to put pressure and where to let things happen.

Both sides were doing a cavalry waiting game, probably also because they were unsure of the rules... Later Peter decided to advance with the infantry but got badly beaten in the by the fire of the French artillery battery and the muskets of the regiments. After a long discussion then the French struck with the Cavalry and sending the Hessians home.

I heard a lot on that evening and will incorporate that in future versions (flank attack +2 and rear +1) and for the cavalry the charge distance is fix plus just a little d3" (for all other the lat charge movement will be exchange from a fixed distance to a diced one (1d6). But other than that (the usual moaning on a very high niveau) I guess the rules are working and we need to get more practice and our heads around the fluid system. The two engine (dice matrix) system is easy, as the command system or the movement. Key is co-ordination, and an uninspiring forward prodding won't help you win the day. Two armies will slow themselves down by fire and counter actions.

P.S. Reminder: to change the interpenetration rules: will change all allowed without any action or movement loss. The difference will be voluntary (i.e. units of same army) will be without status reduction and combat induced interpenetration will be always result in both units to be come DISORDERED.

I hope we will playing this a bit more as I really think these rules are kicking and not just because I wrote them, haha ... ;)

Angus battle rap on here:
http://www.edinburghwargames.com/the-battle-of-vogelgrippe-1759/

Or Barts:
http://asienieboje.blogspot.co.uk/2018/05/seven-years-war-test-test-seven-years.html

Initial set up, as Prussian as possible ... very frugal embellishments

The "Hessian" line 
The infamous French battery

The French waiting

The Hessian advance

The first Hessians attacking

Oh merde, the French guns were loaded!

and disordering the Hessians in the stride ouch!

soe more gun (musket) fights

Slowly the Horses inching nearer ...

.. and an attack on the well formed Infantry fails!

but in the end the french Horse breaks through all lines and send the Hessians running!